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  1. #41
    Player
    SubmarineAlt's Avatar
    Join Date
    Apr 2024
    Posts
    44
    Character
    Bzzzt Buzzzzzzzzzzzzz
    World
    Siren
    Main Class
    Bard Lv 100
    Speaking of dyes, iridescent dyes, please. Much like you'd see on the fate currency umbrella, but for regular gear. I wish to look like an atrocity mixed with a blended rainbow.
    (1)

  2. #42
    Player
    TheDustyOne's Avatar
    Join Date
    Nov 2021
    Posts
    650
    Character
    Dusty Two
    World
    Behemoth
    Main Class
    Red Mage Lv 100
    People have already said jobs, but I do want to echo that and say that the thing I'd prioritize above any other change is their job design ethos. They're all feeling homogenous, lack imagination, and the roles are more or less different colours of DPS rather than a proper trinity. The jobs are designed not to allow for skill expression, but just as a conduit to provide the minimum requirements to interact with a fight.

    Jobs need to let us make some interesting moment-to-moment decisions, with proper risk and rewards, and actual gameplay depth.

    Outside that, there's a bevy of glamour related changes I'd make, but it's hard to choose one of those to prioritize: removing role restrictions on glamour; implementing a proper glamour log; overhauling dyes, turning them either into currencies outside of inventory or into unlockables. Job design ethos takes priority for me nowadays.
    (1)
    Last edited by TheDustyOne; 03-22-2025 at 06:54 AM.

  3. #43
    Player
    CSX's Avatar
    Join Date
    Jun 2011
    Posts
    110
    Character
    Cocoa Pebbles
    World
    Ramuh
    Main Class
    Astrologian Lv 100
    Bring back TP but have it start at 100% instead of 0 and reduce resource(MP) regen during battle.

    When we had TP and less resource regen, the devs experimented, tried new things. Most notable, Cast time for Physical Range, BRD used both TP/MP for their buffs, drawn clear advantage for bringing 1 job over the other e.g. BRD worked best with mages because of Mages Ballad while MCH worked best with melee because of Tactician. AST had both effects though Spire and Ewer.

    Maiming offered more burst for more TP, Strikers offered balanced/sustained damage for moderate TP, Scouting(NIN) offered so much! moderate Burst, debuffs, Poison for moderate TP, Single target TP regen and aggro management. Aiming offered Buffs/Regen and sustained damage for moderate TP/MP. It made tanking more stressful as well, if you were out of TP you weren't getting aggro. Casters/Healers would actually run out of MP during encounters unless a BRD was in the group. Slashing, Piercing, Blunt and Magical were a thing. God it was so peak for me.

    TP/resource management was hated by everyone though, we shouted and cried out:

    "It was a pain to manage and ran out much faster than MP"
    "If you attacked too fast you had to stop playing"
    "AOE very quickly spent TP"
    "TP just limited how much you as a melee got to attack"
    "TP sucked, I have use it all to sprint or die to the AOE!"

    All the above criticisms highlighted the NEED for support! The removal destroyed the ID's of NIN, BRD, MCH in 1 go, brought everything into categories Melee, Magical, Range with no clear advantage over the other except cooldown timers/potencies and was start of the destruction of AST. They could have overcame slowed down game play by buffing the MP/TP regen amount of support jobs, having second wind recover all stats and having us start at 100% TP instead of 0!

    ShadowBringers was peak story wise but was the fall of gameplay and what we're left with today is a game with neither.

    They had a chance to make Support so GOOD and by extension all other jobs but threw it away due to an audience that simply wasn't interested.

    We now have a 'Playstation HOME' knockoff masquerading as a Final Fantasy game. Which is Fine, enough to keep me subbed all these years at least.
    (4)

  4. #44
    Player
    Boblawblah's Avatar
    Join Date
    May 2022
    Posts
    2,322
    Character
    Shara Dei-ji
    World
    Ultros
    Main Class
    Arcanist Lv 90


    (7)

  5. #45
    Player
    TheDustyOne's Avatar
    Join Date
    Nov 2021
    Posts
    650
    Character
    Dusty Two
    World
    Behemoth
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by CSX View Post
    Bring back TP but have it start at 100% instead of 0 and reduce resource(MP) regen during battle.
    TP already started at 100% by ARR, only 1.0 had it at 0.

    That said, having TP again would be nice if Square is willing to experiment with it.
    (1)

  6. #46
    Player
    TKMXIV's Avatar
    Join Date
    Jul 2023
    Posts
    147
    Character
    Fortuna Fiora
    World
    Midgardsormr
    Main Class
    Sage Lv 100
    It's not an important or big change, but I would add Viera and Hrothgar as options for the Housing NPCs you can select. The Estate Man/Maidservant, Hokonin, Materia Melder, ETC.
    (3)

  7. #47
    Player
    Illianaro's Avatar
    Join Date
    Aug 2018
    Location
    Ul'Dah
    Posts
    97
    Character
    Lannis Clayworth
    World
    Ultros
    Main Class
    Monk Lv 92
    Quote Originally Posted by CSX View Post
    Bring back TP but have it start at 100% instead of 0 and reduce resource(MP) regen during battle.

    When we had TP and less resource regen, the devs experimented, tried new things. Most notable, Cast time for Physical Range, BRD used both TP/MP for their buffs, drawn clear advantage for bringing 1 job over the other e.g. BRD worked best with mages because of Mages Ballad while MCH worked best with melee because of Tactician. AST had both effects though Spire and Ewer.

    Maiming offered more burst for more TP, Strikers offered balanced/sustained damage for moderate TP, Scouting(NIN) offered so much! moderate Burst, debuffs, Poison for moderate TP, Single target TP regen and aggro management. Aiming offered Buffs/Regen and sustained damage for moderate TP/MP. It made tanking more stressful as well, if you were out of TP you weren't getting aggro. Casters/Healers would actually run out of MP during encounters unless a BRD was in the group. Slashing, Piercing, Blunt and Magical were a thing. God it was so peak for me.

    TP/resource management was hated by everyone though, we shouted and cried out:

    "It was a pain to manage and ran out much faster than MP"
    "If you attacked too fast you had to stop playing"
    "AOE very quickly spent TP"
    "TP just limited how much you as a melee got to attack"
    "TP sucked, I have use it all to sprint or die to the AOE!"

    All the above criticisms highlighted the NEED for support! The removal destroyed the ID's of NIN, BRD, MCH in 1 go, brought everything into categories Melee, Magical, Range with no clear advantage over the other except cooldown timers/potencies and was start of the destruction of AST. They could have overcame slowed down game play by buffing the MP/TP regen amount of support jobs, having second wind recover all stats and having us start at 100% TP instead of 0!

    ShadowBringers was peak story wise but was the fall of gameplay and what we're left with today is a game with neither.

    They had a chance to make Support so GOOD and by extension all other jobs but threw it away due to an audience that simply wasn't interested.

    We now have a 'Playstation HOME' knockoff masquerading as a Final Fantasy game. Which is Fine, enough to keep me subbed all these years at least.
    Gotta be honest, I liked the removal of TP when it first happened, especially as a melee DPS main, but in hindsight, I now miss TP as a resource, and having to manage it. I also miss when MP was actually a stat that you could increase, rather than being locked at 10,000.
    (2)

  8. #48
    Player
    DeathNoodles's Avatar
    Join Date
    Sep 2015
    Location
    Ul'dah
    Posts
    63
    Character
    Brynhildr Astra
    World
    Sargatanas
    Main Class
    Thaumaturge Lv 100
    Take us back to storm blood job design with some minor adjustments. Some things introduced in DT are cool, and I'm willing to try out even something totally new. But this isn't it right now..
    (2)

  9. #49
    Player
    YISUG's Avatar
    Join Date
    Mar 2014
    Posts
    213
    Character
    Yi Sug
    World
    Ragnarok
    Main Class
    Alchemist Lv 100
    Quote Originally Posted by DeathNoodles View Post
    Take us back to storm blood job design with some minor adjustments. Some things introduced in DT are cool, and I'm willing to try out even something totally new. But this isn't it right now..
    what i wouldn't do to get 4.0 SMN back
    if there was a time this game designed a perfect job, without a doubt 4.0 SMN post launch
    i terribly miss it
    (2)

  10. #50
    Player
    YISUG's Avatar
    Join Date
    Mar 2014
    Posts
    213
    Character
    Yi Sug
    World
    Ragnarok
    Main Class
    Alchemist Lv 100
    remove level cap battle-crafted gear
    this way people will have 2 choices, either farm tomes or savage for gear, just like ARR when PF was full of parties to farm coils gear, i know crafted gear was a thing since ARR, but making it was diffcult only top raiding groups could afford making it
    (i wonder if it's a good idea to have clearing a savage tier required to access the next tier, it was a thing in ARR and i know because there was no story mode back then, but this would return a layer of progression that used to be present in ARR, and would give people something to do)
    (0)

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